The practice behaviours of expert League of Legends players: An exploratory study
DOI:
https://doi.org/10.51224/SRXIV.479Keywords:
Esports, Competitive video gaming, Ranked, SkilledAbstract
Esports has garnered substantial academic interest in the last decade as an expertise domain and professional pursuit; however, scientific investigations exploring players' practice behaviours in different esports genres and games are still scarce. Therefore, the current exploratory study aimed to address this knowledge gap. We sourced data from Riot Game's Application Programming Interface. The sample included randomly selected League of Legends players (n = 913) from four tiers (i.e. Challenger, Grandmaster, Master, and Emerald I) and eight servers (relatively large = North America, Korea, Europe West, and Vietnam; relatively small = Brazil, Japan, Russia, and Singapore, Malaysia, and Indonesia). We extracted the time and date of players' last 100 matches, which we used to derive additional practice behaviour metrics. Overall, Challenger players had more matches per day, less variability in their total hours, went the fewest days without a match, and had the greatest number of matches in three- and seven-day practice blocks than other tiers. Servers with larger player pools tended to have more daily practice than comparatively smaller servers. We devised several hypotheses, including: (1) the volume of solo/due ranked practice is associated with expertise, (2) more effective stress-coping strategies explain the lower variability in daily practice hours between tiers, (3) there is an interrelationship between player pool size, competitiveness, and practice behaviours, and (4) there are distinct patterns of practice that promote sustained participation and prolonged disengagement. Future research using confirmatory methods should test our hypotheses to improve our understanding of esports practice behaviours.
Metrics
References
Baker, J., Cote, J., & Abernethy, B. (2003). Sport-Specific Practice and the Development of Expert Decision-Making in Team Ball Sports. Journal of Applied Sport Psychology, 15(1), 12–25. https://doi.org/10.1080/10413200305400
Bubna, K., Trotter, M. G., Watson, M., & Polman, R. (2023). Coaching and talent development in esports: A theoretical framework and suggestions for future research. Frontiers in Psychology, 14. https://doi.org/10.3389/fpsyg.2023.1191801
Burgess, D. J., & Naughton, G. A. (2010). Talent Development in Adolescent Team Sports: A Review. International Journal of Sports Physiology and Performance, 5(1), 103–116. https://doi.org/10.1123/ijspp.5.1.103
Campbell, M. J., Toth, A. J., Moran, A. P., Kowal, M., & Exton, C. (2018). Chapter 10 - eSports: A new window on neurocognitive expertise? Progress in Brain Research, 240, 161–174. https://doi.org/10.1016/bs.pbr.2018.09.006
Deng, D., Trepanowski, R., Li, M., Zhang, Y., Bujić, M., & Hamari, J. (2024). Streaks and Coping: Decoding Player Performance in League of Legends Using Big Data from Top Players' Matches. Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 50–55. https://doi.org/10.1145/3665463.3678787
Ford, P. R., Ward, P., Hodges, N. J., & Williams, A. M. (2009). The role of deliberate practice and play in career progression in sport: The early engagement hypothesis. High Ability Studies. https://doi.org/10.1080/13598130902860721
Güllich, A. (2014). Many roads lead to Rome—Developmental paths to Olympic gold in men's field hockey. European Journal of Sport Science, 14(8), 763–771. https://doi.org/10.1080/17461391.2014.905983
Howard, R. W. (2011). Testing the accuracy of the retrospective recall method used in expertise research. Behavior Research Methods, 43(4), 931–941. https://doi.org/10.3758/s13428-011-0120-x
International Olympics Committee. (2024, July 12). IOC announces Olympic Esports Games to be hosted in the Kingdom of Saudi Arabia. Olympics.Com. https://olympics.com/ioc/news/ioc-announces-olympic-esports-games-to-be-hosted-in-the-kingdom-of-saudi-arabia
League of Graphs. (2024). Rank distribution—League of Legends. League of Graphs. https://www.leagueofgraphs.com/rankings/rank-distribution
Leis, O., Sharpe, B. T., Pelikan, V., Fritsch, J., Nicholls, A. R., & Poulus, D. (2024). Stressors and coping strategies in esports: A systematic review. International Review of Sport and Exercise Psychology, 0(0), 1–31. https://doi.org/10.1080/1750984X.2024.2386528
Novak, A. R., Bennett, K. J. M., Pluss, M. A., & Fransen, J. (2019). Performance analysis in esports: Part 1 - the validity and reliability of match statistics and notational analysis in League of Legends. Sportrxiv. https://doi.org/10.31236/osf.io/sm3nj
Novak, A. R., Bennett, K. J., Pluss, M. A., & Fransen, J. (2020). Performance analysis in esports: Modelling performance at the 2018 League of Legends World Championship. International Journal of Sports Science & Coaching, 15(5–6), 809–817. https://doi.org/10.1177/1747954120932853
Pedraza-Ramirez, I., Musculus, L., Raab, M., & Laborde, S. (2020). Setting the scientific stage for esports psychology: A systematic review. International Review of Sport and Exercise Psychology, 0(0), 1–34. https://doi.org/10.1080/1750984X.2020.1723122
Pluss, M. A., Bennett, K. J. M., Novak, A. R., Panchuk, D., Coutts, A. J., & Fransen, J. (2019). Esports: The Chess of the 21st Century. Frontiers in Psychology, 10. https://doi.org/10.3389/fpsyg.2019.00156
Pluss, M. A., Novak, A. R., Bennett, K. J. M., McBride, I., Panchuk, D., Coutts, A. J., & Fransen, J. (2022). Examining the game-specific practice behaviors of professional and semi-professional esports players: A 52-week longitudinal study. Computers in Human Behavior, 137, 107421. https://doi.org/10.1016/j.chb.2022.107421
Pluss, M. A., Novak, A. R., Bennett, K. J. M., Panchuk, D., Coutts, A. J., & Fransen, J. (2021). The relationship between the quantity of practice and in-game performance during practice with tournament performance in esports: An eight-week study. The Journal of Sport & Exercise Science, 5(1), 69–76.
Pluss, M., Novak, A. R., Bennett, K. J. M., Panchuk, D., Coutts, A. J., Fransen, J., & Pluss, M. (2020). Perceptual-motor Abilities Underlying Expertise in Esports. Journal of Expertise, 3(2), 133–143.
Poulus, D., Coulter, T. J., Trotter, M. G., & Polman, R. (2020). Stress and Coping in Esports and the Influence of Mental Toughness. Frontiers in Psychology, 11. https://doi.org/10.3389/fpsyg.2020.00628
Poulus, D., Coulter, T., Trotter, M., & Polman, R. (2022). Perceived Stressors Experienced by Competitive Esports Athletes. International Journal of Esports, 1(1), Article 1.
Poulus, D. R., Coulter, T. J., Trotter, M. G., & Polman, R. (2022a). A qualitative analysis of the perceived determinants of success in elite esports athletes. Journal of Sports Sciences, 40(7), 742–753. https://doi.org/10.1080/02640414.2021.2015916
Poulus, D. R., Coulter, T. J., Trotter, M. G., & Polman, R. (2022b). Longitudinal analysis of stressors, stress, coping and coping effectiveness in elite esports athletes. Psychology of Sport and Exercise, 60, 102093. https://doi.org/10.1016/j.psychsport.2021.102093
Poulus, D. R., Sargeant, J., Zarate, D., Griffiths, M. D., & Stavropoulos, V. (2024a). Burnout profiles among esports players: Associations with mental toughness and resilience. Journal of Sports Sciences, 0(0), 1–10. https://doi.org/10.1080/02640414.2024.2405794
Poulus, D. R., Sargeant, J., Zarate, D., Griffiths, M. D., & Stavropoulos, V. (2024b). Burnout, resilience, and coping among esports players: A network analysis approach. Computers in Human Behavior, 153, 108139. https://doi.org/10.1016/j.chb.2024.108139
Poulus, D. R., Sharpe, B. T., Jackman, P. C., Swann, C., & Bennett, K. J. M. (2024). Defining elite esports athletes: A scoping review. International Review of Sport and Exercise Psychology, 0(0), 1–36. https://doi.org/10.1080/1750984X.2024.2386531
Rees, T., Hardy, L., Güllich, A., Abernethy, B., Côté, J., Woodman, T., Montgomery, H., Laing, S., & Warr, C. (2016). The Great British Medalists Project: A Review of Current Knowledge on the Development of the World's Best Sporting Talent. Sports Medicine, 46(8), 1041–1058. https://doi.org/10.1007/s40279-016-0476-2
Reitman, J. G., Anderson-Coto, M. J., Wu, M., Lee, J. S., & Steinkuehler, C. (2020). Esports Research: A Literature Review. Games and Culture, 15(1), 32–50. https://doi.org/10.1177/1555412019840892
Stewart, J. (2024, May 1). Why LoL's World Championships is the esports event you can't afford to miss. Red Bull. https://www.redbull.com/au-en/league-of-legends-history-of-worlds
Taifalos, N. (2024). Riot "exploring solutions" for new LoL circuit in Oceania just 4 years after last revamp. Dot Esports. https://dotesports.com/league-of-legends/news/riot-exploring-solutions-for-new-lol-circuit-in-oceania-just-4-years-after-last-revamp
Ward, P., Hodges, N. J., Starkes, J. L., & Williams, M. A. (2007). The road to excellence: Deliberate practice and the development of expertise. High Ability Studies, 18(2), 119–153. https://doi.org/10.1080/13598130701709715
Zalamea, N. (2022, February 10). This US$50M TSM esports performance center is the most expensive in the world | ONE Esports. One Esports. https://www.oneesports.gg/gaming/tsm-esports-performance-center-expensive/
Posted
Versions
- 2024-11-13 (2)
- 2024-11-13 (1)
Categories
License
Copyright (c) 2024 Kyle Bennett, Dylan Poulus, Andrew Novak (Author)
This work is licensed under a Creative Commons Attribution 4.0 International License.